Gregor Jarkov's Biological Weapons Menu

|
Gregor Jarkov has made enemies all across the galaxy through the
acts of his creations. On the other hand, these genetically engineered monsters
his company has bred have also earned Jarkov Biologies, Inc. a substantial sum
of credits. There is only one requirement between those short of expendable
troops for a battle and all the biological terror they need the right
price. |

The Gray Death
- The Gray Death were developed by Jarkov Biologics, Inc. as a top-secret military
weapon to be used against their enemies.
- The Gray Death is a bug-like creature that stands about three feet tall and about eight
feet long, including its tail. The tail makes up approximately five feet of its length. It
weighs about one hundred pounds.
- Each creature's tail ends in a long, sharp spike that it uses to impale victims. Its
arms end in hands with opposable thumbs and claws that are used as primary
weapons to slice away at a target. Its feet also end in spikes; this comes in handy for
the Death while kicking at a target (it uses kicking as a defense while trying to escape
from an overwhelming opponent).
- The above statistics alone make this creature very formidable, but the following
abilities make it stand out from the other life forms around it, namely: speed, stealth,
and armor. The body armor of the Gray Death is it's exoskeleton, gray in color. It
is impervious to all small arms fire, or anything less than a modified blaster rifle, or
an E-Web heavy repeating blaster cannon. Lightsabers and grenades will also harm the
creature, though grenades are less effective than lightsabers. Vibroblades and axes also
work, but inflict minimal damage.
- The Gray Death also have the uncanny ability to hide in the slightest shadow and pounce
when their victim comes too close. They are extremely quiet when moving, and unless they
are treading on dry leaves or a hollow metal surface, don't expect to hear them coming
until it is too late.
- At Un'Yawa, the creatures inflicted a kill ratio of nearly two hundred fifty to one on
the people dwelling there. If faced by one of these creatures, it is recommended to
approach with extreme caution and heavy weaponry.
The Gray Death: BZ stats:
ATTRIBUTE |
RANK |
SKILLS |
RANK |
|
FORCE ATTRIBUTE |
RANK |
Dexterity |
35 |
Dexterity Skills |
|
|
N/A |
N/A |
|
|
Dodge |
45 |
|
|
|
Knowledge |
20 |
Knowledge Skills |
|
|
|
|
|
|
Intimidation |
40 |
|
|
|
|
|
Survival |
30 |
|
|
|
Perception |
40 |
Perception Skills |
|
|
|
|
|
|
Hide |
65 |
|
|
|
|
|
Search |
50 |
|
|
|
|
|
Sneak |
80 |
|
|
|
Mechanical |
20 |
|
|
|
|
|
Strength |
40 |
Strength Skills |
|
|
|
|
|
|
Brawling |
60 |
|
|
|
|
|
Stamina |
70 |
|
|
|
Technical |
20 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ATTACKS |
Damage |
|
|
|
|
|
Tail - sweep |
60 |
|
|
|
|
|
Tail - spike |
90 |
|
|
|
|
|
Claws |
75 |
|
|
|
|
|
Foot talons |
80 |
|
|
|
|
|
|
|
|
|
|
|
|
DEFENSE |
Protection |
|
|
|
|
|
Body Armor |
Str + 20 |
|
|
|

Gray Death Overlords
- The "Overlord" is Gregor Jarkov's equivalent of the average captain in any
sentient army. This creature, unlike the infamous Gray Death, is not produced
on such scale--in fact, it is rare for Gregor to put more than one of these
creatures "in charge" of a hundred or more lesser creatures.
- While the Overlord does tote considerable brute strength, its true purpose
lies in its brain. Gregor's creatures all have, to a limited extent, a
telepathic bond with Overlords and others of their kind. Hence, most Overlords
reside on Jarkov's base world and have the job of receiving telepathic
emotions from creatures out and about in the galaxy and report directly to
Jarkov.
- The Overlords stand about seven and a half feet tall, with girth measuring
around three feet across. They weigh about two hundred and fifty kilograms.
Their only attack centers around their clawed hands, which, rather than swipe,
they use to punch opponents. This attack has significant force behind it,
however, and few humans can stand up to even one good hit.
Gray Death Overlords: BZ stats:
ATTRIBUTE |
RANK |
SKILLS |
RANK |
|
FORCE ATTRIBUTE |
RANK |
Dexterity |
30 |
Dexterity Skills |
|
|
N/A |
N/A |
|
|
Dodge |
30 |
|
|
|
Knowledge |
25 |
Knowledge Skills |
|
|
|
|
|
|
Intimidation |
32 |
|
|
|
|
|
Survival |
45 |
|
|
|
|
|
Willpower |
60 |
|
|
|
Mechanical |
10 |
|
|
|
|
|
Perception |
45 |
Perception Skills |
|
|
|
|
|
|
Command |
58 |
|
|
|
|
|
Hide |
45 |
|
|
|
|
|
Search |
52 |
|
|
|
|
|
Sneak |
45 |
|
|
|
Strength |
58 |
Strength Skills |
|
|
|
|
|
|
Brawling |
82 |
|
|
|
|
|
Stamina |
73 |
|
|
|
Technical |
10 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ATTACKS |
Damage |
|
|
|
|
|
Claws-Punch |
65 |
|
|
|
|
|
|
|
|
|
|
|
|
DEFENSE |
Protection |
|
|
|
|
|
Body Armor |
Str + 20 |
|
|
|

Toxishans
- The Toxishans are hulking, six-foot brutes packed with muscle and
agility--and lacking anything vaguely resembling a brain. They have an innate
ability to discern an attacker or a possible threat from the creatures around
them, due to the fact that they see in infrared. They can detect when a
creature is nervous or excited by their presence.
- Gregor Jarkov's use for these creatures is limited. Biological warfare is
traditionally subtle, and these huge creatures of battle are of little use in
espionage or quiet killings. Loud, brutal, and large, the Toxishans rumble
around a battlefield, using not stealth but intimidation to work their
psychological effect on the enemy. The Toxishans also have one other worrisome
power: within their hollow-tipped claws lie reservoirs of deadly poison.
- Resembling a worm, the Toxishans are eight feet long, rearing to six feet,
with six opposable-thumbed hands and arms sprouting from their torso. Each
claw has enough force behind it to gouge a deep furrow in flesh, and with each
hit a large amount of poison is injected into the open wound. Unless treated
quickly, this poison will kill most weaker species if the wound itself doesn't
within the hour. Jedi Master Tashannoc fought and killed one of the Toxishans
in the Battle of Fury, but in the process of fighting was severely wounded
himself, and nearly killed.
Toxishans: BZ stats:
ATTRIBUTE |
RANK |
SKILLS |
RANK |
|
FORCE ATTRIBUTE |
RANK |
Dexterity |
45 |
Dexterity Skills |
|
|
N/A |
N/A |
|
|
Dodge |
52 |
|
|
|
Knowledge |
5 |
Knowledge Skills |
|
|
|
|
|
|
Intimidation |
35 |
|
|
|
Mechanical |
5 |
|
|
|
|
|
Perception |
10 |
Perception Skills |
|
|
|
|
|
|
Search |
45 |
|
|
|
Strength |
70 |
Strength Skills |
|
|
|
|
|
|
Brawling |
88 |
|
|
|
|
|
Stamina |
90 |
|
|
|
Technical |
5 |
|
|
|
|
|
|
|
ATTACKS |
Damage |
|
|
|
|
|
Claws-Swipe |
75 |
|
|
|
|
|
Claws-Poison |
55* |
|
|
|
|
|
|
|
|
|
|
|
|
DEFENSE |
Protection |
|
|
|
|
|
Body Armor |
Str + 20 |
|
|
|
* Toxishan poison attacks the victim's circulatory system, acting to turn the
victim's own blood toxic. Every ten minutes (that's ten minutes in
character time), match the poison damage against the character's Strength or
Stamina rank (use the highest rank) - ADDING 15 to the rank of the poison
damage. As soon as the character's rank is lower than the poison's rank,
the character starts to die; losing 15 Strength ranks every 5 minutes.
When Strength reaches zero, the character is comatose and has thirty more
minutes to receive medical attention.
Medical attention: Within the first fifteen minutes of receiving the wound
and subsequent poisoning a character can be stabilized with the use of a medpac,
if the administering character has a First Aid rank of 30 or higher.
Character must still seek proper care in a medical facility. After those
first fifteen minutes but before the character reaches the coma state, the
character can be stabilized for 10 minutes with the use of a medpac by a
character with First Aid ranked 50. Once the character is in the coma,
they can be stabilized/revived only in a medical facility by a medical droid or
a sentient doctor with a Medicine rank of 25 or more. A total
flushing/transfusion of the victim's circulatory system must take place.
Rehabilitation for the victim of Toxishan poison: Once a character begins
losing Strength ranks, rehab will be needed for full recovery. This means
physical therapy for the victim. They've lost Strength ranks. They
may purchase them back at the rate of 5 ranks per month at the cost of 15
points. Lost strength ranks will be denoted with a fraction
(example: Jack Spoodle had a Strength rank of 45 before he tangled with a
Toxishan; it was 15 once he was saved. After being rescued and receiving
medical attention, Jack's Strength rank looks like this on his profile
page: 15/45). A character cannot improve his true Strength rank
until he has completely recovered from the poison.

Carrion Breeders
- Carrion Breeders were conceived of by Admiral Rigel Bismarck and developed
by Jarkov Biologics, Inc. as a distraction tool for his conquest of the
planet of Ord Pardron.
- Following the failure of Rigel's attempt to covertly insert troops en
masse into the Alliance base, Admiral Bismarck angled towards something that
would prove
less detectable and would present a reproductive threat factor. He dreamed up
a flying insect that would spread uncontested across the planet. With the idea
in mind, he took it to Gregor Jarkov, who gave the creation "flesh."
- Each Carrion Breeder is born from eggs laid in a dead or vulnerable body.
The insects come forth from their birthplace the size of a fist. Within two
days, however, the insects will weigh about 50 lbs and can compare in size to
human toddlers. The remaining time in its week long lifespan is spent
breeding, catching food, or forming and maintaining a hive.
- There are two types of Carrion Breeders, one a unisex version of the
other. The unisex or Stage One Breeders are the only kind that can be
introduced into an environment not already supporting a hive. The Stage Ones
have two purposes, breed and mark territory. Stage Ones mark territory by
releasing a chemical compound into the air. They use that as signal flags to
determine if there are enough Breeders to support a hive and how big an area
the hive will need to support.
- A hive with active Breeders in it will constantly work to produce a Queen,
as it is her airborne chemical/telepathic commands that cause the hive to work
to expand. New Queens are breed on a weekly scale as the rest of the Carrion
Breeder species is.
- Every Carrion Breeder is a lethal threat, as their agility and
aggressiveness make them hard to hit, and the chitinous armor that was
transferred from the Gray Death species makes hits less effective. These
creatures have stingers equipped with a paralyzing venom that are typically
used on an enemy several times during a fight to weaken and kill them.
Breeders will also hurl their bodies at enemies or obstacles, utilizing their
protective armor as a weapon while impaling threats on their stinger. No
strategy for dealing with these creatures has yet been developed, so it is
suggested that caution and stealth in approaching known Breeder territory be
used in conjunction with orbital bombardment.
Carrion Breeders: BZ stats:
ATTRIBUTE |
RANK |
SKILLS |
RANK |
|
FORCE ATTRIBUTE |
RANK |
Dexterity |
45 |
Dexterity Skills |
|
|
N/A |
N/A |
|
|
Dodge |
60 |
|
|
|
Knowledge |
20 |
Knowledge Skills |
|
|
|
|
|
|
Intimidation |
40 |
|
|
|
|
|
Survival |
35 |
|
|
|
Perception |
35 |
Perception Skills |
|
|
|
|
|
|
Hide |
35 |
|
|
|
|
|
Search |
50 |
|
|
|
|
|
Sneak |
35 |
|
|
|
Mechanical |
20 |
|
|
|
|
|
Strength |
20 |
Strength Skills |
|
|
|
|
|
|
Brawling |
35 |
|
|
|
|
|
Stamina |
85 |
|
|
|
Technical |
20 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ATTACKS |
Damage |
|
|
|
|
|
Body - charge |
30 |
|
|
|
|
|
Body - dive bomb |
40 |
|
|
|
|
|
Claws |
45 |
|
|
|
|
|
Stinger |
50 |
|
|
|
|
|
Stinger- dive bomb |
75 |
|
|
|
|
|
|
|
|
|
|
|
|
DEFENSE |
Protection |
|
|
|
|
|
Body Armor |
Str + 20 |
|
|
|

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